Search found 4678 matches

by mmmPI
Wed Sep 17, 2025 10:35 am
Forum: Ideas and Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 34
Views: 4369

Re: Train condition progress should look clearer when at 100%

I like the picture with the green / yellow difference, it will help when the numbers are too big for the integers to be shown :)

I have 3 unreasonnable proposal for color blind people :

1) make the colored background blink when the condition is ready

2) make an overlay around the condition with ...
by mmmPI
Tue Sep 16, 2025 11:44 pm
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 3
Views: 837

Re: Number Displays and Number Dashboards (Display Panels)

Your design is a whole feature rich dashboard that include multiple similar copies in the blueprint book :) but overall it look like the other design from the thread with similar design in the way it function, it's the same modulo operation to isolate a digit and a look-up table in the display ...
by mmmPI
Fri Sep 05, 2025 1:46 pm
Forum: Ideas and Suggestions
Topic: Robots falling from the sky could make things catch fire
Replies: 2
Views: 231

Re: Robots falling from the sky could make things catch fire


This sounds like the Robot Attrition mod, with extra fire. :twisted:

From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}


I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
by mmmPI
Fri Sep 05, 2025 1:41 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 1090

Re: Demolisher sizes as weapon tech gates



Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.


You know what, you’re right. This ...
by mmmPI
Fri Sep 05, 2025 1:27 pm
Forum: Ideas and Suggestions
Topic: Robots falling from the sky could make things catch fire
Replies: 2
Views: 231

Robots falling from the sky could make things catch fire

The suggestion is fairly simple : when a flying robot , like construction or logistic is destroyed and the debris fall on the ground, it could make things where it lands catch fire.

It would work on the biters because they are not super smart and they would attack the drones flying over them, so ...
by mmmPI
Fri Sep 05, 2025 1:12 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 1090

Re: Demolisher sizes as weapon tech gates


Like it’s rewarding you for nothing, just giving out free stuff even if you didn’t do anything to earn it. It’s kind of unsatisfying compared to the other planets


Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big ...
by mmmPI
Fri Sep 05, 2025 3:52 am
Forum: General discussion
Topic: Why a 7 minute day/night cycle?
Replies: 10
Views: 822

Re: Why a 7 minute day/night cycle?


I remembered exactly 25,000 ticks as well. However, the wiki now says the day night cycle is 25,200 ticks and exactly 7 minutes. Did they change this in 2.0?


I could have swear it was 25000 when i linked just hours ago, but no, you are correct it's 25200, and when looking at the history of the ...
by mmmPI
Fri Sep 05, 2025 2:52 am
Forum: General discussion
Topic: Why a 7 minute day/night cycle?
Replies: 10
Views: 822

Re: Why a 7 minute day/night cycle?


I would argue the number of ticks in a day is totally unimportant because nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days that have passed. Everything is expressed/measured in items per/second or minute of game time.


Yes but that can be ...
by mmmPI
Fri Sep 05, 2025 2:27 am
Forum: General discussion
Topic: Why a 7 minute day/night cycle?
Replies: 10
Views: 822

Re: Why a 7 minute day/night cycle?

According to the wiki https://wiki.factorio.com/Time#Days , the actual duration of a day is 25000 ticks, or 416.66 seconds, or a little less than 7 minutes] . But that 25000 is the only "round number". 25200 ! which is exactly 7 minutes

Why not 30000 ticks or 40000 ticks ? i don't know :)
by mmmPI
Fri Sep 05, 2025 2:14 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2029
Views: 827042

Re: Simple Questions and Short Answers


Somebody just joined my serwer and pasted this ABNOMINATION. There are no mods on server, just vanilla Space Age.
HOW THE HELL YOU DO THAT?! My mind is broken. When we got diagonall inserters and how do you place them? I tried to copy it, and it works! What kind of magic is that. How you do that ...
by mmmPI
Thu Sep 04, 2025 7:51 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 1090

Re: Demolisher sizes as weapon tech gates

CyberCider wrote: Thu Sep 04, 2025 5:05 pm idea is to lock the ability to kill medium demolishers behind Fulgora tech,
That's quite bad imo because it reduces options players have with no real benefit
by mmmPI
Thu Sep 04, 2025 12:59 pm
Forum: Gameplay Help
Topic: MECHA MKII LEGENDARY, second player can't have achievment/badge
Replies: 3
Views: 373

Re: MECHA MKII LEGENDARY, second player can't have achievment/badge

It could be the playtime, if your friend wasn't present on the map more than a certain % of time, i think 50 then the achievement can't be unlocked for that person
It's in the game to make it so you don't unlock every achievement by joining a random multiplayer very late game once.
by mmmPI
Wed Sep 03, 2025 11:26 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 31336

Re: Ban quality modules from asteroid crushers

Shulmeister wrote: Wed Sep 03, 2025 11:24 pm Just ignore the troll :)
Yeah right x) but who's gonna debunk all the bullshit ?
by mmmPI
Wed Sep 03, 2025 11:20 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 31336

Re: Ban quality modules from asteroid crushers

coffee-factorio wrote: Wed Sep 03, 2025 11:06 pm A train car was never part of that conversation.
This is non-sense, and the rest is personnal attacks, why ignore all PMs ?
by mmmPI
Wed Sep 03, 2025 11:07 pm
Forum: Off topic
Topic: Do you ever wonder if you are the bad guys ?
Replies: 18
Views: 5088

Re: Do you ever wonder if you are the bad guys ?


Having just completed two genocides to improve UPS, I'm starting to think that the factory growing is not what's best for everyone.


I can understand that your intervention isn't targeted at the whole "going to space" ,rather pointing the cursor on the violence, but it's still not an answer to ...
by mmmPI
Wed Sep 03, 2025 10:27 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 31336

Re: Ban quality modules from asteroid crushers


Indeed, i made the change because it appears the only way for the setup not to clog, i learned this trick from https://forums.factorio.com/123768


Ah good example of a topic flooded with crap by the same troll ! I wonder how it's possible not to understand the simple coal upcycler after spending ...
by mmmPI
Wed Sep 03, 2025 9:46 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 31336

Re: Ban quality modules from asteroid crushers


That does not explain the discrepancy 200/250 though, now i'm curious


the setup is VERY easy to understand, when the mining drill produce too much ore for the recycler it can clog, which won't happen before 200 level of mining productivity, then you need a slower module on the beacon, but if ...
by mmmPI
Wed Sep 03, 2025 8:59 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 31336

Re: Ban quality modules from asteroid crushers

Shulmeister wrote: Wed Sep 03, 2025 8:56 pm I don't understand what you are trying to ask me, and why me ?
Just ignore the troll :)
by mmmPI
Wed Sep 03, 2025 5:35 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 31336

Re: Ban quality modules from asteroid crushers


those are not mods that ban quality modules in crushers, but only for the reprocessing receipe.


But one of them says specifically it removes both modules from fluids and asteroid reprocessing.


:roll:


It’s the same intention, just poorly executed. And the first mod, “no quality ...

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